Jump to content


Saint Seiya Armor Mod


  • Please log in to reply
13 replies to this topic

#1 -Igor Alexandre-

-Igor Alexandre-
  • Guest

Posted 06 May 2008 - 01:23 PM

Are you familiar with the show "Saint Seiya"? It's an old classic.

Anyway, I would like to create a Mod that emulates those guys. Each Saint has a special armor that evolves with time and gains special powers according to his level and the armor itself.
There are 88 suits of armor, one for each constellation, and each Saint has powers related to his constellation.

I did this as a class for D&D 3e and I'd like to use it in BG2.

Here's what it is:


Advantages:

Gains full plate armor that increases with level
Level 5: +1
Level 10: +2
Level 15: +3
Level 20: +4
Level 25 : +5


Gains gauntlets of crushing or some gauntlet that does damage related to the constellation ( can not be removed)

Gains ring that gives spells equal to the knight's powers. Powers go as such:

Level 1-10: 1 level 3 spell, 1 per day per 2 levels
Level 10-15: Stops gaining level 3 spells. Gains 1 level 5 spell per 2 levels.
Level 15-20: Stops gaining level 5 spells. Gains 1 level 7 spell per 2 levels.
Level 20-25: Gains 1 level 8 spell per 2 levels.
Level 26-30: Gains 1 level 9 spell per 2 levels.


Gains 1% magic resistance per level.

Disadvantages:

Only lawful.
Can not wear any magic items aside from armor, gauntlets, and ring.
Can not be hasted.



------------------


Now, here's my question: is there any way I can make this happen? I'm not so good at mods. Never did one. Maybe by just messing around with the items, I can give them to my fighter instead of messing around with kits.

Valen gets an item switch every few levels. Is it difficult?

#2 vilkacis

vilkacis

    Rashemen REPRESENT! Word to yo hamsta!

  • Modder
  • 1571 posts

Posted 06 May 2008 - 03:17 PM

It's very possible to apply specific effects to a kitted character on level-up. That's how the archer and kensai get their damage and to-hit bonus, for example. There already exist several spells that create equipment, too. I'm not sure how this would work with permanent gear, but I imagine it wouldn't be too difficult to create a kit that gives the user permanent, unremovable equipment that gets upgraded as the character levels.

It may be a problem with events taht remove all equipment, though - this tends to make characters drop even "unremovable" things. Also, I think trueclass mages only get two 9th-level spells maximum in the unmodded game, though, so I wouldn't recommend giving out more than that.

The best way to learn modding is to experiment with it. Here is a good tutorial on kit making. Try looking at the code used for Valen, too. (Never played with her myself, so I know nothing about it.) WeiDU isn't too painful to get into as a total n00b, and remember that you can just ask here on the boards if you get stuck on something.

All in all I think it's a pretty interesting idea, and it's nowhere near as b0rken as I thought it'd be when I read the title of the thread. Good luck...





Which reminds me, I need to finish that "Dio's Improved Time Stop" micromod... <_<

#3 -Igor Alexandre-

-Igor Alexandre-
  • Guest

Posted 07 May 2008 - 05:05 AM

Yes. The spell equivalency is something that I got from the show, if you have watched it, you would know. Examples:
Here are some Gold Knights ( Level 15+)


Aries Mu

Moves: Starlight Explosion, Starlight Extinction, Crystal Wall

Equivalencies: Prismatic spray, Prismatic Wall

Virgo Shaka

Moves: Shiki Shiki

Equivalencies: Power word: Stun, Blind, and Kill

Note: Shaka is really powerful.

Leo Aioria

Moves: Lion's Paw, Power Capsule

Equivalencies: Fireball, Comet

Gemini Saga

Moves: Galactic Explosion, Other Dimension

Equivalencies: Meteor Swarm, Imprisonment

Note: Saga is the most powerful Gold knight, arguably.



And a bronze knight:

Phoenix Ikki:

Moves: Flying Phoenix, Phoenix Ghost Attack

Equivalencies: Fireball, Horror, Symbol: Fear

etc.

I had a lot of fun playing this in P&P. Assigning spells to each character as seen on TV is particularly fun. It is also a fun class to play.


Can I have the character choose his spells? Don't you have to be a wizard to cast wizard spells?
It was meant to be a fighting class....

#4 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 07 May 2008 - 05:46 AM

Can I have the character choose his spells? Don't you have to be a wizard to cast wizard spells?
It was meant to be a fighting class....

Yes, you just give them special abilities...
Now, if you want to make the kits to more acceptable(balance vice), I would recommend thinking long and hard the level indexes, as level 5 char rarely has access to +1 full plate armor. But you could give the char a special armor that updates itself every time you level up. This way, you can give it at the character creation, and put it to the Irenicus dungeon(at the start of BG2). Thinking here the compatibility with BGT and Tutu. :whistling:

But if you are making fighter class, NEVER give them spells that aren't accessible to the same level mage or cleric... you can adjust the levels they are accured , but not their spell power...

Deactivated account. The user today is known as The Imp.


#5 -Igor Alexandre-

-Igor Alexandre-
  • Guest

Posted 07 May 2008 - 05:57 AM

I only play BG2 + ToB so that's what I'm thinking. Keldorn comes into the game with a +1 Armor AND Hallowed redeemer, whereas at level 10 a Saint will only have 2 level 3 spells and his armor.

But if that came into question I could very well just give the regular armor at level 5, effectively pushing 5 levels forward each +1 gain.

#6 -Igor Alexandre-

-Igor Alexandre-
  • Guest

Posted 07 May 2008 - 06:03 AM

A 30th level Saint would have:

Fighter class


+5 Full plate armor

2 level 3 spells
2 level 5 spells
2 level 7 spells
2 level 8 spells
2 level 9 spells

30% magic resistance

Gauntlets of crushing ( Saints aren't allowed to use weapons except for Libra Dohko) +5


And nothing else. No magic items, no haste. Maybe I could create a weapon like Valen's: a fist, and make it a dagger, instead of the gauntlets of crushing, which would be troublesome for a non-monk.



Does this seem imbalanced to you? I thought it would end up actually kind of weak.

#7 -Igor Alexandre-

-Igor Alexandre-
  • Guest

Posted 14 May 2008 - 05:14 PM

Wellllllllll??

#8 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 15 May 2008 - 12:25 AM

Does this seem imbalanced to you? I thought it would end up actually kind of weak.

Not so much, but I would give the kit an regular(AC 3)platemail armor for level 1 upwards. As it then changes to full platemail in level 5 etc.
You might also want to make the weapon have different damage modes. But that might make the game lag, so... a better way might be to give the fighter different fists(weapons), so the weapon is just a one click away from different damage mode(slashing, crushing, piercing, magic damage :whistling: ) at higher levels.
To get the item restrictions you want, one way is to make unremovable item sets for all the other item posts, and give the kit a fighters weapon restrictions. For example a blank unremovable ring, for the ring slots etc.

Deactivated account. The user today is known as The Imp.


#9 -Igor Alexandre-

-Igor Alexandre-
  • Guest

Posted 17 May 2008 - 02:05 PM

Great idea.


How do I do that?

#10 vilkacis

vilkacis

    Rashemen REPRESENT! Word to yo hamsta!

  • Modder
  • 1571 posts

Posted 18 May 2008 - 06:02 AM

There already exist several weapons that can be switched between different uses in-game. Look at the Firetooth, Azuredge and so on to see how it's done. In this case you want abilities that are identical except for the damage type.

In order to equip those weapons and the armour, you need to make "spells" that create the desired item in the proper slot, then make the kit apply these on the proper level. For instance at first level, you have one effect that creates the weapons and an unremovable plate armour, then at lv5 there's one that upgrades it to full plate, and so on.

#11 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 18 May 2008 - 06:32 AM

Great idea.
How do I do that?

Well, I was thinking more along the lines of four different sets of arms(weapons). After all, the fighter gets four different quick weapon item slots for different weapons, so why not use them. After all, he shouldn't be able to use any other weapon. :unsure:

Deactivated account. The user today is known as The Imp.


#12 vilkacis

vilkacis

    Rashemen REPRESENT! Word to yo hamsta!

  • Modder
  • 1571 posts

Posted 18 May 2008 - 06:53 AM

That might be a better idea, but what to stick in the fourth slot? There's only three types of damage, so one of them would be a duplicate. Which has no actual effect, of course, but it would just be so ugly. :wacko:


Anyway, for an example of what I was talking, download this Attached File  testweapon.zip   1.14K   368 downloads and unzip it to your BG2 override folder, then start the game and create the item with CLUAConsole:CreateItem('JL#TEST'). You should be able to switch between S, P and B type damage, in that order.

testweapn.png

(Quickly mspainted icons ftw... no, not really, but anyway.)

Note that this is actually a quick hack of the Firetooth dagger and needs further modification to be used in a real mod, but you're free to make use of it if you want.

#13 -The92Ghost-

-The92Ghost-
  • Guest

Posted 23 June 2014 - 07:30 AM

Interesting I wonder can that be done in The Elder Scrolls Oblivion? 



#14 -The92Ghost-

-The92Ghost-
  • Guest

Posted 23 June 2014 - 07:33 AM

After all in Oblivion you actually have Gold Saints and Dark Saints, so this could work well, if someone gets serious with it. I believe it will fit best in The Elder Scrolls: Oblivion!

 

(Sorry for the double post, I just felt like this is important to be said... you guy can find me under the same nick in nexus forums!)